DM/Gameplay
World Assumptions:
“We are building a story together. You can make assumptions about the situations and encounters your characters are in and my job is to go along with whatever you’re assuming unless it directly contradicts something that was already established.” (not my quote but I can't remember where it came from).
This should have the effect of the players stop asking the DM for trivial information. If they’re in an inn, they assume there are sharp knives nearby if they need one. If they’re in a mansion, they assume there is a expensive art pieces and tapestries if that’s needed for their next smart surprise move to work. Whenever they need something from their environment, players are now free to add to the world, build the story, and move the plot forward without having to double-check minor details with the DM.
Optional (i.e. used as player ask or DM requires)
Roll Ahead: Have players roll a number of attack rolls and write them down. These attack rolls are their “hand.” Whenever they attack, they pick an attack roll out of their “hand” to use. These are all the attack rolls they are able to roll – when they run out of a hand, they have to roll a new hand, but otherwise they have to pick and use from the same pool. I usually give them 7 rolls in this way. Note that they will always use their best rolls first and worst rolls last. This is expected.
Target Turn: Whether it be due to bad luck or bad tactics, some encounters can end up being too long. Set a Target Turn for encounters that aren’t important to the story or that aren’t boss encounters. If the target turn is reached, whichever side has the most HP wins the encounter. A variation is that when the target turn is reached, all non-bloodied enemies become bloodied, and bloodied ones are reduced to 1/4 HP. I like the latter best.
Say Yes or Roll the dice
Every moment of play, roll dice or say yes. If nothing’s at stake, say yes to the players, whatever they’re doing. Just plain go along with them. If they ask for information, give it to them. If they have their characters go somewhere, they’re there. If they want it, it’s theirs. Sooner or later— sooner, because your town’s pregnant with crisis— they’ll have their characters do something that someone else won’t like. Bang! Something’s at stake. Launch the conflict and roll the dice. Roll dice or say yes. Roll dice or say yes. Roll dice or say yes."
This begs the question, "What should a 'say yes' GM do if they have an asinine player who asks questions like, 'Do I find a suitcase of loot on the ground?'" Make a highly difficult spot check and in the unlikely event they succeed actually give them the suitcase of loot? YES!
Another option is to ask the other players, for example:
Player 1: Are there weapons hanging on the walls?
GM: I don't know, what do to the rest of you guys think, does it make sense for the guards to keep the weapons on the walls here?
Players 2 & 3: No, they'd be in the armory.